public void ShouldReturnName()
        {
            //assign
            ISkill actualSkillBase = new Performance();
            //act
            ITextObj name = actualSkillBase.Name();

            //assert
            name.Should().Be(new TextObj("Performance"));
        }
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        public void ShouldReturnName()
        {
            //arrange
            ICharacterClass classFighter = new Fighter();
            //act
            ITextObj actualName = classFighter.Name();

            //assert
            actualName.Should().Be(new TextObj("Fighter"));
        }
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        public void ShouldReturnName()
        {
            //assign
            ISkill actualSkillBase = new Medicine();
            //act
            ITextObj name = actualSkillBase.Name();

            //assert
            name.Should().Be(new TextObj("Medicine"));
        }
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        public void ShouldReturnName()
        {
            //assign
            ISkill actualSkillBase = new AnimalHandling();
            //act
            ITextObj name = actualSkillBase.Name();

            //assert
            name.Should().Be(new TextObj("Animal Handling"));
        }
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        public void ShouldReturnName()
        {
            //assign
            ISkill actualSkillBase = new Survival();
            //act
            ITextObj name = actualSkillBase.Name();

            //assert
            name.Should().Be(new TextObj("Survival"));
        }
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        public void ShouldReturnName()
        {
            //assign
            ICharacterRace race = CharacterRace.Human;

            //assert
            ITextObj name = race.Name();

            name.Should().Be(new TextObj("Human"));
        }
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        public void ShouldReturnName()
        {
            //assign
            ISkill actualSkillBase = new SleightOfHand();
            //act
            ITextObj name = actualSkillBase.Name();

            //assert
            name.Should().Be(new TextObj("Sleight Of Hand"));
        }
        public void ShouldReturnName()
        {
            //assign
            ISkill actualSkillBase = new Intimidation();
            //act
            ITextObj name = actualSkillBase.Name();

            //assert
            name.Should().Be(new TextObj("Intimidation"));
        }
        public void ShouldReturnName()
        {
            //assign
            ISkill actualSkillBase = new History();
            //act
            ITextObj name = actualSkillBase.Name();

            //assert
            name.Should().Be(new TextObj("History"));
        }
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        public void ShouldReturnName()
        {
            //assign
            ISkill actualSkillBase = new Athletics();
            //act
            ITextObj name = actualSkillBase.Name();

            //assert
            name.Should().Be(new TextObj("Athletics"));
        }
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        public void ShouldReturnCorrectStatsList()
        {
            //assign
            _characterSheet = new CharacterSheet(new Wizard(), new HillDwarf(), _attributeSet);
            TextObj expectedTextOf = new TextObj("This Works!");
            //act
            ITextObj actualTextOf = _characterSheet.StatsList();

            //assert
            actualTextOf.Should().Be(expectedTextOf);
        }
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        public void ShouldAppendNewLine()
        {
            //arrange
            ITextObj textObj         = new TextObj("test");
            ITextObj newLineObj      = new NewLineTextObj();
            ITextObj expectedTextObj = new TextObj("test\r\ntest");
            //act
            ITextObj actualTextObj = textObj.Append(newLineObj).Append(textObj);

            //assert
            actualTextObj.Should().Be(expectedTextObj);
        }
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        public void ShouldAppendTextOfObjects()
        {
            //arrange
            ITextObj textObj       = new TextObj("test");
            ITextObj textObjAppend = new TextObj("output");
            ITextObj expected      = new TextObj("testoutput");
            //act
            ITextObj actual = textObj.Append(textObjAppend);

            //assert
            actual.Should().Be(expected);
        }
        public void ShouldReturnTextOfStats()
        {
            //TODO: add all stats
            //assign
            ITextObj expectedtTextObj = new TextObj("STR: 11\r\nDEX: 0\r\nCON: 0\r\nINT: 0");

            _attributeSet.SetAttribute(CharacterAttributeName.Strength, new AttributeScore(11));
            //act
            ITextObj actualTextObj = _attributeSet.DisplayText();

            //assert
            actualTextObj.Should().Be(expectedtTextObj);
        }
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 protected Halfling(ITextObj race) : base(race)
 {
 }
 protected CharacterClassBase(ITextObj className)
 {
     _className = className;
 }
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 protected Dwarf(ITextObj race) : base(race)
 {
 }
 protected ProficiencyBase(ITextObj name) : base(name)
 {
 }
 protected EquatableProficiency(ITextObj name)
 {
     ProficiencyName = name;
 }
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 protected SkillBase(ITextObj skillName, ICharacterAttribute baseAttribute, bool activateSkill)
 {
     _skillName     = skillName;
     _baseAttribute = baseAttribute;
     _activateSkill = activateSkill;
 }
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 internal Elf(ITextObj race) : base(race)
 {
 }
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 public ITextObj Append(ITextObj textObjAppend) => new TextObjBase(Text + ((TextObjBase)textObjAppend).Text);
Esempio n. 23
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 internal CharacterRace(ITextObj race)
 {
     _race = race;
 }